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| <div id="projectname">FlatBuffers |
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| <div class="title">Benchmarks </div> </div> |
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| <div class="textblock"><p>Comparing against other serialization solutions, running on Windows 7 64bit. We use the LITE runtime for Protocol Buffers (less code / lower overhead), Rapid JSON (one of the fastest C++ JSON parsers around), and pugixml, also one of the fastest XML parsers.</p> |
| <p>We compare against Flatbuffers with the binary wire format (as intended), and also with JSON as the wire format with the optional JSON parser (which, using a schema, parses JSON into a binary buffer that can then be accessed as before).</p> |
| <p>The benchmark object is a set of about 10 objects containing an array, 4 strings, and a large variety of int/float scalar values of all sizes, meant to be representative of game data, e.g. a scene format.</p> |
| <table class="doxtable"> |
| <tr> |
| <th></th><th>FlatBuffers (binary) </th><th>Protocol Buffers LITE </th><th>Rapid JSON </th><th>FlatBuffers (JSON) </th><th>pugixml </th></tr> |
| <tr> |
| <td>Decode + Traverse + Dealloc (1 million times, seconds) </td><td>0.08 </td><td>302 </td><td>583 </td><td>105 </td><td>196 </td></tr> |
| <tr> |
| <td>Decode / Traverse / Dealloc (breakdown) </td><td>0 / 0.08 / 0 </td><td>220 / 0.15 / 81 </td><td>294 / 0.9 / 287 </td><td>70 / 0.08 / 35 </td><td>41 / 3.9 / 150 </td></tr> |
| <tr> |
| <td>Encode (1 million times, seconds) </td><td>3.2 </td><td>185 </td><td>650 </td><td>169 </td><td>273 </td></tr> |
| <tr> |
| <td>Wire format size (normal / zlib, bytes) </td><td>344 / 220 </td><td>228 / 174 </td><td>1475 / 322 </td><td>1029 / 298 </td><td>1137 / 341 </td></tr> |
| <tr> |
| <td>Memory needed to store decoded wire (bytes / blocks) </td><td>0 / 0 </td><td>760 / 20 </td><td>65689 / 4 </td><td>328 / 1 </td><td>34194 / 3 </td></tr> |
| <tr> |
| <td>Transient memory allocated during decode (KB) </td><td>0 </td><td>1 </td><td>131 </td><td>4 </td><td>34 </td></tr> |
| <tr> |
| <td>Generated source code size (KB) </td><td>4 </td><td>61 </td><td>0 </td><td>4 </td><td>0 </td></tr> |
| <tr> |
| <td>Field access in handwritten traversal code </td><td>typed accessors </td><td>typed accessors </td><td>manual error checking </td><td>typed accessors </td><td>manual error checking </td></tr> |
| <tr> |
| <td>Library source code (KB) </td><td>15 </td><td>some subset of 3800 </td><td>87 </td><td>43 </td><td>327 </td></tr> |
| </table> |
| <h3>Some other serialization systems we compared against but did not benchmark (yet), in rough order of applicability:</h3> |
| <ul> |
| <li>Cap'n'Proto promises to reduce Protocol Buffers much like FlatBuffers does, though with a more complicated binary encoding and less flexibility (no optional fields to allow deprecating fields or serializing with missing fields for which defaults exist). It currently also isn't fully cross-platform portable (lack of VS support).</li> |
| <li>msgpack: has very minimal forwards/backwards compatability support when used with the typed C++ interface. Also lacks VS2010 support.</li> |
| <li>Thrift: very similar to Protocol Buffers, but appears to be less efficient, and have more dependencies.</li> |
| <li>YAML: a superset of JSON and otherwise very similar. Used by e.g. Unity.</li> |
| <li>C# comes with built-in serialization functionality, as used by Unity also. Being tied to the language, and having no automatic versioning support limits its applicability.</li> |
| <li>Project Anarchy (the free mobile engine by Havok) comes with a serialization system, that however does no automatic versioning (have to code around new fields manually), is very much tied to the rest of the engine, and works without a schema to generate code (tied to your C++ class definition). </li> |
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